


He even improvised lines which were so good I had to include them. I wanted to channel his chaotic and irreverent energy so I gave him exaggerated, over the top lines. Murk [(a Twitch/YouTube streamer) is a super talented voice actor so I gave him a lot of different roles including a voice answering machine, an animatronic cowboy, and a businessman (think of the manager from the movie Office Space). This was the first time I used a voice actor in my room. I had a lot of fun making The Devilish Diorama 2. It was super fun making an experience that was ominous but also completely over the top and ridiculous. I won't spoil it, but it makes fun of a lot of things like corporate sponsorship and branding, PC gamer culture and streamers. It's also important to sell your room with a unique and instantly recognizable hook.Ĭan you share any memorable experiences or funny stories that have happened while you were designing or playing your escape rooms? I had a lot of fun designing the final boss room in The Ominous Obelisk. To make yourself stand out on steam workshop, use a distinctive preview image with high contrast and a large, legible font.

I test my rooms with 1) an underpowered PC, 2) multiplayer (with a second copy of the game I bought myself), and 3) with a gamepad. It is super important to test your room in different configurations since everyone will play it differently.

I usually delete the standard walls/ceilings/floors the room editor provides you at the start and make my own with the given props, this gives a lot more freedom on laying out the room. The visibility activator will let you load/unload chunks of your room to save on performance which is crucial for larger maps. Using the empty logic object and parenting objects together is very useful and can help you build very complex, multi-faceted compound objects. Knowing how to chain locks together and send values between them allows for some pretty nuanced logic even without Lua. What are some tips and tricks you can share with players who want to try their hand at designing rooms in Escape Simulator? It helps a lot to understand how the lock logic object and its different types work (i.e.
